Built A Playable 3D Platformer In 72 Hours With UE 5.8 MCP And 3D AI Generation
The new Unreal Engine 5.8 MCP genuinely feels like a huge step for AI-assisted game development.
It can understand the scene, work with assets already placed in the level, create Blueprints, organize objects, and help with gameplay logic directly inside Unreal Engine. This is not just “AI generating random code” anymore. It actually feels like a tool that understands the project context and can save a massive amount of time.
I was honestly impressed by the result here. Creating a playable 3D platformer level from scratch in only 72 hours feels kind of insane, especially for a solo developer workflow. It is still more like a prototype than a finished game, but the speed is really exciting.
Workflow:
- Concept generation The initial visual concept was created with NanoBanana 2.
- 3D asset generation Most of the environment assets were generated with Rodin Gen 2.5 / Hyper3D.
- Asset cleanup in Blender The assets were cleaned and prepared in Blender: pivot points were adjusted, textures were improved, and texture maps were packed into ORM maps to reduce file size and make the assets more game-friendly.
- Level assembly in Blender The main scene was assembled in Blender before being exported to Unreal Engine.
- Export to Unreal Engine 5.8 The level was then moved into UE 5.8 for gameplay setup, lighting, materials, and final scene polish.
- The main character was also generated with 3D Rodin Gen 2.5, then rigged for free in AccuRig and brought into Unreal Engine.
- Gameplay logic with Claude + MCP Claude AI was connected to Unreal through MCP and helped create the actual gameplay systems: collectible logic, cutscene logic, level interactions, and other Blueprint-based functionality.
Building this kind of playable prototype from one concept over a weekend is honestly wild.